bool eventProcess(SDL_Event &e){
    SDL_PollEvent(&e);//滚动获取下一个事件消息
    switch (e.type){
        case SDL_QUIT://退出事件
            return false;
        case SDL_MOUSEBUTTONUP://鼠标点击后的松开事件
            cube.click(e.motion.x,e.motion.y,e.button.button,PlayerCamara);
            break;
        case SDL_KEYDOWN://键盘按下事件
            if (SDL_GetKeyboardState(NULL)[SDL_SCANCODE_ESCAPE])
                return false;//esc键 自定义退出事件
            if (0==SDL_GetKeyboardState(NULL)[SDL_SCANCODE_Q]
                  ^SDL_GetKeyboardState(NULL)[SDL_SCANCODE_E])
                break;
            if (SDL_GetKeyboardState(NULL)[SDL_SCANCODE_Q])
                history.UndoRedo('L');
            if (SDL_GetKeyboardState(NULL)[SDL_SCANCODE_E])
                history.UndoRedo('N');
            break;
        default:break;
    }
    return true;//主循环可以继续
}
void updateall(SDL_Event &e){
    PlayerCamara.update(e);
    cube.update();
}